Technology Pursuit

Blending Technology Into the Language Arts Classroom

Tag: gamify your classroom

Teaching Question Forming…with Dice!

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Last week we finished Act II of Macbeth, and I wanted to do something different for our discussion.  We tried Socratic Smackdown for Act 1, which worked pretty well for its debut in my classroom, but I wasn’t ready to repeat that right away.  So I did a little combining of good ol’ fashioned dice throwing and Today’s Meet.

I started with “The Question Game” from @TeachThought.  Using the diagram provided, I created dice with question starters on each face.  I can’t say the dice were too fancy–paper, glue stick, packing tape for lamination, and a couple paper clips thrown in the middle for a some low-budget sound effects.

I also adjusted the questions a bit.  Here’s a photo of my template below:

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After that, I split the class into groups, and they played three rounds of “The Question Game.”  No fancy rules.  You roll the die, then create a question using that question starter.  Someone in the group serves as the recorder and writes the questions down.  Group members are allowed to help provide ideas.  At the end, the group circled their 2-3 favorite questions to discuss in the “Today’s Meet” chat the next day.

The game is just that simple.  The students had much more fun, though, than if I’d given them a sheet of paper and said, “Write down at least 12-15 deep questions about the play Macbeth through Act II.”

Why?

It’s all about the game.  Not much of a game, you say?  I’d agree.  But that slight anticipation of what question starter you’ll roll–that makes all the difference.  Plus, students started thinking of questions ahead of time, then hoping they’d roll that question starter.  That made the stakes higher.  Since members were allowed to help, students had to decide whether to give up their prize question to another student so that it would be on the list (and hopefully chosen for the chat), or whether to keep it in case the next time they rolled that question starter.

Will I do this again?  Absolutely.  I may make new dice with different question starters to change it up, but it was a great way to encourage deep question forming.

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What I’m Reading: Gamify Your Classroom by Matthew Farber

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A few days ago, Matthew Farber’s Gamify Your Classroom showed up in my mailbox, and I’ve found myself absorbed in it twice-over.  The first time, I skimmed through it, bouncing around through different chapter, unable to repress my patience and my desire to absorb the entire text at once.

Now that the initial thrill is over, I’m taking my time on my second read through the book, and in the opening chapters, where Farber presents an overview of games, I highlighted several key statements that surprised me or resounded with my current thoughts.  Here’s one of them:

  • “Older–not younger–teachers” are actually more receptive to using games because “more experienced teachers saw the need to further engage students.” (23)

The lack of student engagement has been a frequent topic among teachers in my school.  A common complaint is that the current generation of students expect entertainment.  The cause?  Some say television, even going back as far as Sesame Street‘s origins, while others blame cell phones, ipods, and whatever form of handheld entertainment is hitting the shelves this year.  (Ah, cell phones–that’s a whole ‘nother issue I’m not about to tackle here.)

But the cause is a moot point, as far as I’m concerned.  Our task as teachers isn’t to solve the problem of students’ shortened attention spans.  Our task is to teach the students who land in our classroom on the first day of school and each day after that.  Somehow, we have to meet them, or at least do our best to meet them where they are.

While Farber’s statement surprised me, it makes sense.  Even in my 14 years of teaching, I’ve seen students working less outside the classroom and the importance of connecting what we’re doing in the classroom to the outside world.  Just expecting my students to read and comprehend Macbeth isn’t enough anymore.  I need to do more to connect it to the outside world.

What do games have to do with this connection?  It’s a method, a channel to get students there.  Games are like technology–they’re not a destination but rather a vehicle for teaching students, getting them interested in the subject matter, and once they’re interested and have gained a basic understanding of the subject matter, they can start making connections to the outside world.

As I continue on, I’ll share more of Farber’s writing that resounded with me.  However, I’d also suggest getting the book for yourself–http://www.amazon.com/Gamify-Your-Classroom-Game-Based-Epistemologies/dp/1433126702/ref=sr_1_1?s=books&ie=UTF8&qid=1423418163&sr=1-1&keywords=gamify+your+classroom

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